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Veosar

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Everything posted by Veosar

  1. You could also pee while sitting, but I guess that's out of the list? All I'm asking is that you stop being a jerk. I personally know at least 3 people that can't frankenstein and used Salvoo's models with pleasure. Well you either can't read, or you are extremely ignorant. I can deal with that tho
  2. No need to be like that tho. The guy doesn't have to be ultra-skilled, to provide our community with something useful. He has, well, SOME skills that other viewers don't have, so I'm sure his work proves to be useful at some point. If he tells the model makers what he wants to do and they agree, I'm sorry but who are you to judge the published work? Just deal with that and do not download it if you don't want it. It's that simple, really. Go do something about stuff actually illegal or hurting someone, please.
  3. I agree it's kind of frustrating sometimes, I'm having really hard times weighting everything in 3dsMAX, but at the same time I really prefer it over Blender (which I have to use, since it imports the weights).
  4. Sorry for the delay, I was kind of busy lately and haven't got time to check this out, for all the respect it requires . Really awesome job, once more thank you very much and I hope you can keep improving yourself while having fun
  5. That already looks amazing . Can't wait to see it released, good job!
  6. So back in 2009 I believe I played this awesome map, that required heavy jumping skills to make it to the end. Here's sadly the only image of it I could find: The download looks like it's down for good: http://justdoom.ju.funpic.de/Krypton/index.php?downloads-down-3 The map was really amazing, it was made of 100 levels I believe and every level was much harder then the previous one. Basically you had to get from one platform to another, jumping into small pieces cut of glass-like texture. I know it's probably a long shot that anyone has the map, but I thought I could give it a shot... so, does anyone still have this map or can give me a link to download it?
  7. I really love your work, seriously, basically everything you do ends up in my base folder . Keep it up! I've just got a question about that student version od 3DS Studio Max... seriously, what's the real deal about it? I mean, they couldn't verify if you were a student really so it should have some tricky licence about it. I would love to try software myself since I'm a student but it just feels... too good?
  8. I would suggest Toshi's luke's body reskin + either Toshi's luke robe or Count Dooku's one (they would obviously be reskinned into fur). Sadly, I don't have time to make it myself.
  9. "Made" is a bit exaggerated word in my opinion, but indeed, you can find it there.
  10. You need to get mrwonko's blender plugin suite. Follow the instructions in readme. http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
  11. I just thought that the saber I came across looks amazing, so I had to leave it here: http://imgur.com/TCJ4JLX I do not expect you to do it (however I would really love to see it released ), since you have a lot of work. But maybe you can use it, atleast as an inspiration.
  12. To be honest I don't think that will quite work for you. I had that issue some time ago actually, and the folution was this: The parts were simply linked to some strange object called "hips_off" and "torso_off". As the torso and hips were imported from JK2, I guess that caused the complications. I changed the hierarchy of all the tags and meshes of both hips and torso, and deleted hips_off and torso_off, and it all worked like a charm. Of course, I don't think the objects names will be the same, but I'm pretty positive it's about some weird linked meshes. Let me know if that works, and also if Vulcan's solution works for you .
  13. I just had this wild idea. Your plugin suite allows people to load weighted meshes, right? So, maybe if I move a vertex, it loses its weighting and simply doesn't work because of that? But, if that'd be the case, why would you be able to edit meshes freely and have no problems with that?
  14. You have to import the model in this kind of directory: Gamedata (Modview) Base Models Players YourModel & _humanoid In case you would want to load JK2 model, just use JK2 skieleton. Then go to blender and import the model.glm from "YourModel" folder.
  15. @@mrwonko The .blend file I uploaded is the one already broken for me. When I download it, open and try to export -> that's when I get the error.
  16. I've upgraded the Blender... and I came across the same, freaking, issue :/. Man, that's killing me, can't do anything with my pack just because of this one single mistake that holds me back. What can I say, I've searched for it in the Internet but I have no idea what are they talking about :/. http://blenderartist...ex-out-of-range http://stackoverflow...ex-out-of-range http://www.yafaray.o...php?f=13&t=2020 Have any other thoughts? :/ @@mrwonko @@DT85 @@Psyk0Sith Maybe you guys have any ideas.
  17. Sure think, I'm glad I could help. I mean, I'm totally new to these things myself but I know a thing or two. If you came across some other issues, feel free to ask me.
  18. I highly recommend you to be careful with those "free 3d models" in the Internet. The licenses can be very tricky, just letting you know.
  19. Maybe I wasn't clear enough. The process is a bit more complicated. So, if you want to be able to import JK2 models into Blender, you need to have them put like this: BaseModelsPlayers_humanoid and YourModel foldersBut in case of JK2 model, the _humanoid must be taken from JK2. What does it mean? In your case, you would have to save your current .blend scene, then go to your players folder, change _humanoid to the JK2 one, then open Hutt model in Blender, save it, once again change _humanoid folder, now from JK2 to JK3, open your original scene, and then append. I'm sorry if you know all of that and we're misunderstanding each other, I just want to help so if that's the case - just ignore the post . BTW, @ All you need to import .glm's into Blender is that amazing plugin suite by mrwonko: http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/. Follow the instructions along with 'readme' and you will be just fine.
  20. You must save your jk2 model as .blend and use append option (append->objects) on the scene you want it on. This will bring borrowed meshes to your model. It's not possible to import them both using one humanoid, tho.
  21. Just a wild question. How the heck can you put lightsaber on model viewed in modview?
  22. Veosar

    Caps

    I'm not sure what are you actually talking about but I'll take a shot (I'm newbie, so don't take it as 100% thing). If any of your meshes turns out white, it's because you either have wrong file location (for caps, in this example), you're missing the caps file OR you missed one of your cap and didn't include it in .skin file. And that is what I think has happened. If you want to fix it you would basically have to look for your missing caps surfaces in modview and write them down in .skin file. Again, that's just a wild shot, I'm not an expert and perhaps (most likely) you know all of that and you're asking for something else. In that case I can't help you.
  23. It's 2.66 version. I would love to go higher on version, but I've heard it's not possible for your plugins to work with it. Is it true? I would really love to work with the newest version of software. BTW, I just realised that you are the one that made it possible for me to work in Blender at the first place, so thank you very much! Yes, I downloaded the link once again and tried to export it - the same error, and the model.glm doesn't change. @@mrwonko
  24. I like your work a lot however it's sometimes not working to simply turn off, let's say, Saesee Tiin's horns to get his hood on. Maybe try editing the mesh to fit it more properly next time?
  25. I don't think so, since it happens on every model, even if I import something from base.
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